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|
/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "vg_context.h"
#include "paint.h"
#include "renderer.h"
#include "shaders_cache.h"
#include "shader.h"
#include "asm_util.h"
#include "st_inlines.h"
#include "vg_manager.h"
#include "api.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
#include "util/u_simple_shaders.h"
#include "util/u_memory.h"
#include "util/u_blit.h"
#include "util/u_sampler.h"
struct vg_context *_vg_context = 0;
struct vg_context * vg_current_context(void)
{
return _vg_context;
}
static void init_clear(struct vg_context *st)
{
struct pipe_context *pipe = st->pipe;
/* rasterizer state: bypass clipping */
memset(&st->clear.raster, 0, sizeof(st->clear.raster));
st->clear.raster.gl_rasterization_rules = 1;
/* fragment shader state: color pass-through program */
st->clear.fs =
util_make_fragment_passthrough_shader(pipe);
}
/**
* A depth/stencil rb will be needed regardless of what the visual says.
*/
static boolean
choose_depth_stencil_format(struct vg_context *ctx)
{
struct pipe_screen *screen = ctx->pipe->screen;
enum pipe_format formats[] = {
PIPE_FORMAT_Z24_UNORM_S8_USCALED,
PIPE_FORMAT_S8_USCALED_Z24_UNORM,
PIPE_FORMAT_NONE
};
enum pipe_format *fmt;
for (fmt = formats; *fmt != PIPE_FORMAT_NONE; fmt++) {
if (screen->is_format_supported(screen, *fmt,
PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL, 0))
break;
}
ctx->ds_format = *fmt;
return (ctx->ds_format != PIPE_FORMAT_NONE);
}
void vg_set_current_context(struct vg_context *ctx)
{
_vg_context = ctx;
api_make_dispatch_current((ctx) ? ctx->dispatch : NULL);
}
struct vg_context * vg_create_context(struct pipe_context *pipe,
const void *visual,
struct vg_context *share)
{
struct vg_context *ctx;
unsigned i;
ctx = CALLOC_STRUCT(vg_context);
ctx->pipe = pipe;
if (!choose_depth_stencil_format(ctx)) {
FREE(ctx);
return NULL;
}
ctx->dispatch = api_create_dispatch();
vg_init_state(&ctx->state.vg);
ctx->state.dirty = ALL_DIRTY;
ctx->cso_context = cso_create_context(pipe);
init_clear(ctx);
ctx->default_paint = paint_create(ctx);
ctx->state.vg.stroke_paint = ctx->default_paint;
ctx->state.vg.fill_paint = ctx->default_paint;
ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->mask.sampler.normalized_coords = 0;
ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->blend_sampler.normalized_coords = 0;
for (i = 0; i < 2; i++) {
ctx->velems[i].src_offset = i * 4 * sizeof(float);
ctx->velems[i].instance_divisor = 0;
ctx->velems[i].vertex_buffer_index = 0;
ctx->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
vg_set_error(ctx, VG_NO_ERROR);
ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();
ctx->renderer = renderer_create(ctx);
ctx->sc = shaders_cache_create(ctx);
ctx->shader = shader_create(ctx);
ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);
return ctx;
}
void vg_destroy_context(struct vg_context *ctx)
{
struct pipe_resource **cbuf = &ctx->mask.cbuf;
struct pipe_resource **vsbuf = &ctx->vs_const_buffer;
util_destroy_blit(ctx->blit);
renderer_destroy(ctx->renderer);
shaders_cache_destroy(ctx->sc);
shader_destroy(ctx->shader);
paint_destroy(ctx->default_paint);
if (*cbuf)
pipe_resource_reference(cbuf, NULL);
if (*vsbuf)
pipe_resource_reference(vsbuf, NULL);
if (ctx->clear.fs) {
cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
ctx->clear.fs = NULL;
}
if (ctx->plain_vs) {
vg_shader_destroy(ctx, ctx->plain_vs);
ctx->plain_vs = NULL;
}
if (ctx->clear_vs) {
vg_shader_destroy(ctx, ctx->clear_vs);
ctx->clear_vs = NULL;
}
if (ctx->texture_vs) {
vg_shader_destroy(ctx, ctx->texture_vs);
ctx->texture_vs = NULL;
}
if (ctx->pass_through_depth_fs)
vg_shader_destroy(ctx, ctx->pass_through_depth_fs);
if (ctx->mask.union_fs)
vg_shader_destroy(ctx, ctx->mask.union_fs);
if (ctx->mask.intersect_fs)
vg_shader_destroy(ctx, ctx->mask.intersect_fs);
if (ctx->mask.subtract_fs)
vg_shader_destroy(ctx, ctx->mask.subtract_fs);
if (ctx->mask.set_fs)
vg_shader_destroy(ctx, ctx->mask.set_fs);
cso_release_all(ctx->cso_context);
cso_destroy_context(ctx->cso_context);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
api_destroy_dispatch(ctx->dispatch);
FREE(ctx);
}
void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type)
{
obj->type = type;
obj->ctx = ctx;
}
VGboolean vg_context_is_object_valid(struct vg_context *ctx,
enum vg_object_type type,
void *ptr)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[type];
if (!hash)
return VG_FALSE;
return cso_hash_contains(hash, (unsigned)(long)ptr);
}
return VG_FALSE;
}
void vg_context_add_object(struct vg_context *ctx,
enum vg_object_type type,
void *ptr)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[type];
if (!hash)
return;
cso_hash_insert(hash, (unsigned)(long)ptr, ptr);
}
}
void vg_context_remove_object(struct vg_context *ctx,
enum vg_object_type type,
void *ptr)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[type];
if (!hash)
return;
cso_hash_take(hash, (unsigned)(long)ptr);
}
}
static void update_clip_state(struct vg_context *ctx)
{
struct pipe_depth_stencil_alpha_state *dsa = &ctx->state.g3d.dsa;
struct vg_state *state = &ctx->state.vg;
memset(dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
if (state->scissoring) {
struct pipe_blend_state *blend = &ctx->state.g3d.blend;
struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
int i;
dsa->depth.writemask = 1;/*glDepthMask(TRUE);*/
dsa->depth.func = PIPE_FUNC_ALWAYS;
dsa->depth.enabled = 1;
cso_save_blend(ctx->cso_context);
cso_save_fragment_shader(ctx->cso_context);
/* set a passthrough shader */
if (!ctx->pass_through_depth_fs)
ctx->pass_through_depth_fs = shader_create_from_text(ctx->pipe,
pass_through_depth_asm,
40,
PIPE_SHADER_FRAGMENT);
cso_set_fragment_shader_handle(ctx->cso_context,
ctx->pass_through_depth_fs->driver);
cso_set_depth_stencil_alpha(ctx->cso_context, dsa);
ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0, 0);
/* disable color writes */
blend->rt[0].colormask = 0; /*disable colorwrites*/
cso_set_blend(ctx->cso_context, blend);
/* enable scissoring */
for (i = 0; i < state->scissor_rects_num; ++i) {
const float x = state->scissor_rects[i * 4 + 0].f;
const float y = state->scissor_rects[i * 4 + 1].f;
const float width = state->scissor_rects[i * 4 + 2].f;
const float height = state->scissor_rects[i * 4 + 3].f;
VGfloat minx, miny, maxx, maxy;
minx = 0;
miny = 0;
maxx = fb->width;
maxy = fb->height;
if (x > minx)
minx = x;
if (y > miny)
miny = y;
if (x + width < maxx)
maxx = x + width;
if (y + height < maxy)
maxy = y + height;
/* check for null space */
if (minx >= maxx || miny >= maxy)
minx = miny = maxx = maxy = 0;
/*glClear(GL_DEPTH_BUFFER_BIT);*/
renderer_draw_quad(ctx->renderer, minx, miny, maxx, maxy, 0.0f);
}
cso_restore_blend(ctx->cso_context);
cso_restore_fragment_shader(ctx->cso_context);
dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */
dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/
dsa->depth.func = PIPE_FUNC_GEQUAL;
}
}
void vg_validate_state(struct vg_context *ctx)
{
vg_manager_validate_framebuffer(ctx);
if ((ctx->state.dirty & BLEND_DIRTY)) {
struct pipe_blend_state *blend = &ctx->state.g3d.blend;
memset(blend, 0, sizeof(struct pipe_blend_state));
blend->rt[0].blend_enable = 1;
blend->rt[0].colormask = PIPE_MASK_RGBA;
switch (ctx->state.vg.blend_mode) {
case VG_BLEND_SRC:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].blend_enable = 0;
break;
case VG_BLEND_SRC_OVER:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
break;
case VG_BLEND_DST_OVER:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
break;
case VG_BLEND_SRC_IN:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
break;
case VG_BLEND_DST_IN:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
break;
case VG_BLEND_MULTIPLY:
case VG_BLEND_SCREEN:
case VG_BLEND_DARKEN:
case VG_BLEND_LIGHTEN:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend->rt[0].blend_enable = 0;
break;
case VG_BLEND_ADDITIVE:
blend->rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
break;
default:
assert(!"not implemented blend mode");
}
cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
}
if ((ctx->state.dirty & RASTERIZER_DIRTY)) {
struct pipe_rasterizer_state *raster = &ctx->state.g3d.rasterizer;
memset(raster, 0, sizeof(struct pipe_rasterizer_state));
raster->gl_rasterization_rules = 1;
cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
}
if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
const VGint param_bytes = 8 * sizeof(VGfloat);
VGfloat vs_consts[8] = {
2.f/fb->width, 2.f/fb->height, 1, 1,
-1, -1, 0, 0
};
struct pipe_resource **cbuf = &ctx->vs_const_buffer;
vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
pipe_resource_reference(cbuf, NULL);
*cbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_CONSTANT_BUFFER,
param_bytes);
if (*cbuf) {
st_no_flush_pipe_buffer_write(ctx, *cbuf,
0, param_bytes, vs_consts);
}
ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, *cbuf);
}
if ((ctx->state.dirty & VS_DIRTY)) {
cso_set_vertex_shader_handle(ctx->cso_context,
vg_plain_vs(ctx));
}
/* must be last because it renders to the depth buffer*/
if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY)) {
update_clip_state(ctx);
cso_set_depth_stencil_alpha(ctx->cso_context, &ctx->state.g3d.dsa);
}
shader_set_masking(ctx->shader, ctx->state.vg.masking);
shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
ctx->state.dirty = NONE_DIRTY;
}
VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type)
{
struct vg_object *obj = ptr;
if (ptr && is_aligned(obj) && obj->type == type)
return VG_TRUE;
else
return VG_FALSE;
}
void vg_set_error(struct vg_context *ctx,
VGErrorCode code)
{
/*vgGetError returns the oldest error code provided by
* an API call on the current context since the previous
* call to vgGetError on that context (or since the creation
of the context).*/
if (ctx->_error == VG_NO_ERROR)
ctx->_error = code;
}
void vg_prepare_blend_surface(struct vg_context *ctx)
{
struct pipe_surface *dest_surface = NULL;
struct pipe_context *pipe = ctx->pipe;
struct pipe_sampler_view *view;
struct pipe_sampler_view view_templ;
struct st_framebuffer *stfb = ctx->draw_buffer;
struct st_renderbuffer *strb = stfb->strb;
/* first finish all pending rendering */
vgFinish();
u_sampler_view_default_template(&view_templ, strb->texture, strb->texture->format);
view = pipe->create_sampler_view(pipe, strb->texture, &view_templ);
dest_surface = pipe->screen->get_tex_surface(pipe->screen,
stfb->blend_texture_view->texture,
0, 0, 0,
PIPE_BIND_RENDER_TARGET);
/* flip it, because we want to use it as a sampler */
util_blit_pixels_tex(ctx->blit,
view,
0, strb->height,
strb->width, 0,
dest_surface,
0, 0,
strb->width, strb->height,
0.0, PIPE_TEX_MIPFILTER_NEAREST);
if (dest_surface)
pipe_surface_reference(&dest_surface, NULL);
/* make sure it's complete */
vgFinish();
pipe_sampler_view_reference(&view, NULL);
}
void vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
{
struct pipe_surface *dest_surface = NULL;
struct pipe_context *pipe = ctx->pipe;
struct st_framebuffer *stfb = ctx->draw_buffer;
struct st_renderbuffer *strb = stfb->strb;
vg_validate_state(ctx);
/* first finish all pending rendering */
vgFinish();
dest_surface = pipe->screen->get_tex_surface(pipe->screen,
stfb->blend_texture_view->texture,
0, 0, 0,
PIPE_BIND_RENDER_TARGET);
/* flip it, because we want to use it as a sampler */
util_blit_pixels_tex(ctx->blit,
stfb->alpha_mask_view,
0, strb->height,
strb->width, 0,
dest_surface,
0, 0,
strb->width, strb->height,
0.0, PIPE_TEX_MIPFILTER_NEAREST);
/* make sure it's complete */
vgFinish();
if (dest_surface)
pipe_surface_reference(&dest_surface, NULL);
}
void * vg_plain_vs(struct vg_context *ctx)
{
if (!ctx->plain_vs) {
ctx->plain_vs = shader_create_from_text(ctx->pipe,
vs_plain_asm,
200,
PIPE_SHADER_VERTEX);
}
return ctx->plain_vs->driver;
}
void * vg_clear_vs(struct vg_context *ctx)
{
if (!ctx->clear_vs) {
ctx->clear_vs = shader_create_from_text(ctx->pipe,
vs_clear_asm,
200,
PIPE_SHADER_VERTEX);
}
return ctx->clear_vs->driver;
}
void * vg_texture_vs(struct vg_context *ctx)
{
if (!ctx->texture_vs) {
ctx->texture_vs = shader_create_from_text(ctx->pipe,
vs_texture_asm,
200,
PIPE_SHADER_VERTEX);
}
return ctx->texture_vs->driver;
}
void vg_set_viewport(struct vg_context *ctx, VegaOrientation orientation)
{
struct pipe_viewport_state viewport;
struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
VGfloat y_scale = (orientation == VEGA_Y0_BOTTOM) ? -2.f : 2.f;
viewport.scale[0] = fb->width / 2.f;
viewport.scale[1] = fb->height / y_scale;
viewport.scale[2] = 1.0;
viewport.scale[3] = 1.0;
viewport.translate[0] = fb->width / 2.f;
viewport.translate[1] = fb->height / 2.f;
viewport.translate[2] = 0.0;
viewport.translate[3] = 0.0;
cso_set_viewport(ctx->cso_context, &viewport);
}
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